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Turn // Burn

Serie: Dragons Maze (DGM)

Rarity: Uncommon Dragons Maze Uncommon

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Serie Normaal Foil
Dragons Maze
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Turn // Burn | Dragons Maze

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 Reactie plaatsen
14-4-2013 23:24:00

Dat klopt.

14-4-2013 22:58:00

je kunt er dus ook indestructible creatures mee slopen lijkt me (target creature loses all abilities)....

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
13-4-2013 13:48:00

@Bastiaan: Ik begrijp niet helemaal wat je bedoelt, want deze werkt nog steeds prima met Isochron Scepter.

NederMagic Rules Advisor G (253) Offline Profiel Stuur persoonlijk bericht
13-4-2013 13:38:00

De reden waarom Turn iets duurder is dan Turn to Frog is vanwege de veelzijdigheid van flip kaarten.

13-4-2013 13:30:00

Zouden ze deze expres hebben laten kosten om te voorkomen dat ze een 2e Fire // Ice creëren?
In combi met Isochron Scepter natuurlijk. Want andere soortgelijke blauwe kaarten zoals Turn to Frog kosten maar

Official Rules Advisor Johan (62) Offline Profiel Stuur persoonlijk bericht
13-4-2013 11:58:00

Even een kleine verduidelijking: Als je beide kanten via Fuse cast is het maar één spell op de stack (dus niet twee losse), dus geeft de Electromancer ook maar een korting van .

13-4-2013 11:00:00

Eerst bepaal je de totale cost, dan haal je er kortingen van af. minder dus.

13-4-2013 10:57:00

En hoe werkt dit met Goblin Electromancer? Kost het dan 1 of 2 mana minder?

Oracle

Instant 

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse (You may cast one or both halves of this card from your hand.)

Tournooi-info

Legal in: Vintage, Legacy, Modern, Commander

Officiele rulings

4/15/2013
Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

4/15/2013
Turn overwrites all previous effects that set the targeted creature’s power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

4/15/2013
Turn doesn’t counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature’s “At the beginning of your upkeep” or “When this creature enters the battlefield” abilities from triggering.

4/15/2013
If the affected creature gains an ability after Turn resolves, it will keep that ability.

4/15/2013
Effects that modify the targeted creature’s power or toughness, such as the effects of Phytoburst or Legion’s Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

4/15/2013
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

4/15/2013
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.

4/15/2013
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.

4/15/2013
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

4/15/2013
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

4/15/2013
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.

4/15/2013
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.

4/15/2013
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

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